Updated: August 2026 • Verified v1.2

Hexagonal Grid Line-of-Sight & Raycasting Algorithm Simulator

Creative & DesignNew

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Hex_Lerp(a, b, t) = Cube_Round(a.q + (b.q - a.q)*t, a.r + (b.r - a.r)*t, a.s + (b.s - a.s)*t)
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Understanding Your Results

Provides an interactive SVG tactical hex map with real-time visual raycasting, obstruction indicators, and clean copy-paste TypeScript algorithm source code.

Practical Guidance & Next Steps

Always apply an infinitesimal coordinate nudge (e.g., +1e-6) before linear interpolation to ensure deterministic rounding along collinear hex vertices.

What is this?

An interactive game math tool that models line-of-sight visibility, obstacle obstruction, and raycasting across hexagonal grids.

How does it work?

1. Select Origin and Target hexes on the interactive grid. 2. Click intermediate hexes to toggle wall obstacles. 3. Observe real-time ray traversal and copy production TypeScript code.

Why use it?

Solves difficult edge-case rounding glitches in tactical game mechanics such as ranged combat and fog-of-war vision.

Technical Scope & Calculation Limitations

Assumes 2D flat planar pointy-topped hexagonal grids; 3D elevation heightmaps require additional z-threshold checks.

Frequently Asked Questions

Cube coordinates (q + r + s = 0) permit linear interpolation (lerp) identical to standard 3D cartesian geometry, simplifying distance calculations and continuous line-drawing.
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